﻿//fs
//#version 150

uniform sampler2D texture0;
uniform sampler2D texture1;

in vec2 passTexCoord;
in vec3 passPos;

out vec4 outColor;

void main() {
    //outColor = color;
    vec4 c0 = texture(texture0, passTexCoord);
    vec4 c1 = texture(texture1, passTexCoord);

    outColor = vec4((c0 + c1).xyz / 2.0, 1.0);
}